-
SacreDoom
- Posts: 2590
- Joined: Tue Apr 06, 2010 3:14 pm
Re: Idea: Advanced mechanics
Any sort of factory-like machinery would, I think, be rejected on the grounds of it being too inconsistent with the game's setting. I know there are exceptions, but these exceptions are typically tiny additions; this would change the way the game is played quite a bit, I'd say.
-
shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Idea: Advanced mechanics
Devs have stated that they dont like automation. I think.
Like we arent going to get factories that produce curios.
Like we arent going to get factories that produce curios.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Idea: Advanced mechanics
Not at all sure how to fell about stuff like this, tbt. More sandbox building would be fun, but muh setting?
Torn.
Torn.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
-
Yorla
- Posts: 166
- Joined: Tue Apr 19, 2016 12:37 am
Re: Idea: Advanced mechanics
I actually have a similar idea about conveyors:
Right now we have barter stands which we can use for inner village logistics, but they can only put items into containers. What if we had some sort of "row of helping hands" starting from hopper fixed in place in a manner of road milestone and leading to the certain marked area inside the same village for stockpile transportation? This would eliminate much of tiresome running around with a cart full of wheelbarrows and help to organize more compact and logical space for different activities. For example: butchering animals in one corner of village, crafting items with their bones/hides in the other and storing both for later use in the underground part of the claim. Or transporting vegetables from fields right to the kitchen area. Or logs from gardening area to tar kilns. Etc, etc. If the mechanics was the same as for roads and only worked inside village claims, I don't think it would break the immersion with "automation" stuff, but will definitely liberate some time for the rest of the game.
Right now we have barter stands which we can use for inner village logistics, but they can only put items into containers. What if we had some sort of "row of helping hands" starting from hopper fixed in place in a manner of road milestone and leading to the certain marked area inside the same village for stockpile transportation? This would eliminate much of tiresome running around with a cart full of wheelbarrows and help to organize more compact and logical space for different activities. For example: butchering animals in one corner of village, crafting items with their bones/hides in the other and storing both for later use in the underground part of the claim. Or transporting vegetables from fields right to the kitchen area. Or logs from gardening area to tar kilns. Etc, etc. If the mechanics was the same as for roads and only worked inside village claims, I don't think it would break the immersion with "automation" stuff, but will definitely liberate some time for the rest of the game.
And here I should apologize for my spelling... But I won't! Deal with it 
-
Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Idea: Advanced mechanics
Teleportation for everyone and everything, infinite distance.
Please no.
Nothing against forms of transporation/processing that are not instant but ease the need to micromanage, like a mine cart that allows mass transport or a butcher station that could make the character grab a nearby animal corpse and butcher it, while stockpiling the results like terraforming does with soil.
Please no.
Nothing against forms of transporation/processing that are not instant but ease the need to micromanage, like a mine cart that allows mass transport or a butcher station that could make the character grab a nearby animal corpse and butcher it, while stockpiling the results like terraforming does with soil.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
-
Yorla
- Posts: 166
- Joined: Tue Apr 19, 2016 12:37 am
Re: Idea: Advanced mechanics
Don't distort it. I specifically said about inner village logistics, not the world wide transportation system. I wish I had more time for quests and fun and spend less on stockpile/space/inventory management. Yes, I know, most of such games have a challenge of inventory management and tbh still haven't seen a perfect solution. Although it doesn't mean we shouldn't try to come up with some ideas.Teleportation for everyone and everything, infinite distance.
Please no.
Minecart, eh? Now this sounds tasty!
And here I should apologize for my spelling... But I won't! Deal with it 
-
Hrenli
- Posts: 1169
- Joined: Mon Mar 21, 2016 1:39 pm
Re: Idea: Advanced mechanics
Just make barter stands work with piles and pile-able objects. Would solve quite a few logistical problems, add more market use cases and will not change the existing mechanics and aesthetics too much.
Too old to rock-n-roll, too young to die.
-
Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Idea: Advanced mechanics
In the stream I heard something about shipwrecks... possibly barter stands should, in case these are used overly aggressive, collect a 'tax' from the traded items which is then used to stock the cargo holds of these wrecks (similar to the fishing/diggin/beach loot pools)... which as a side effect would discourage usage of barter stands for routine mass matter transportation?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
-
loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Idea: Advanced mechanics
While I don't want to deny this point outright (I've thought in similar terms myself), I will say that I don't think it's a good idea to introduce item transportation mechanics in a way that effectively eliminates the need to plan base layout.Yorla wrote:This would eliminate much of tiresome running around with a cart full of wheelbarrows and help to organize more compact and logical space for different activities.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
Yorla
- Posts: 166
- Joined: Tue Apr 19, 2016 12:37 am
Re: Idea: Advanced mechanics
Well is does not eliminate the need of a good layout - I still need to plan space for piles and work stations, only amount of roaming around my settlement with a wheelbarrow on my head would be lowered a bit. And there is more: planning and playing with some kind of rail system for carts would add so much to the game! IMHO of course 
And, ugh, Loftar, no offence, but the whole claim of yours can fit into my kitchen area - of course you don't need transportation!

And, ugh, Loftar, no offence, but the whole claim of yours can fit into my kitchen area - of course you don't need transportation!
Last edited by Yorla on Sun Jan 20, 2019 12:33 am, edited 1 time in total.
And here I should apologize for my spelling... But I won't! Deal with it 